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2022 ◽  
pp. 1387-1401
Author(s):  
Ruth S. Contreras-Espinosa ◽  
Jose Luis Eguia Gomez

Researchers have posited different types of engagement, distinguishing between behavioral, cognitive, and affective engagement and theoretical frameworks have helped explain the psychological aspects of engagement. However, game researchers should examine all types of engagement using multiple methodologies as a means to understand what students are learning from educational games during game play. Conclusive results require psychological aspects and learning characteristics to be considered, but also require a deeper understanding of the intricate links between learning and game mechanics for engagement. This article presents the findings from a qualitative study with thirty participants that focuses on the importance of affective and cognitive engagement during game play with educational games. To do this, the researchers used Ferran Alsina, a game that would help to develop learning competences of primary education skills. Researchers obtained the experiences of students through a game play session, basic game metrics, think-aloud protocol, observation and focus groups. Results shows that the game provided participants an active participation associated with both affective and cognitive engagement. Without attention to cognition the atuhors risk losing valuable data that relate to a student's learning. Researchers should consider multiple qualitative methodologies and game play experience analysis as student experiences are qualitative.


2021 ◽  
pp. 98-148
Author(s):  
Andrew Coggan
Keyword(s):  

Author(s):  
Fatih KAHRAMAN ◽  
Zafer SAYIN ◽  
Ezgi BAYLAN ◽  
Cenk VURAL

Nowadays, climbing game tracks are available for children and for young people and adults. Some of these game tracks are climbing tracks designed as a net. Other ones are climbing groups comprising ropes and similar structures that are suitable for gripping by the hand. There are also game tracks that include both basic game tracks or have different designs while maintaining the fundamental characteristics. However, their common characteristic is that they allow people to try to grasp the rope or net tightly and play or do exercise with an experience close to the natural environment. For this reason, yarns (strings) made of materials such as nylon, polypropylene or polyester are either directly knitted or adhered with chemical adhesives on steel wires. However, during its use, the knitted or adhered yarns (strings) on the steel wire are opened, disorganized or worn. This causes the wires to corrode and / or wear under ambient conditions and thus shorten the life of the ropes. In this study, a solution has been developed to provide a rigid coating of these yarns on the wires. In our study, after the threads were wound on the wires, the steel wires were heated by an electromagnetic induction current and thus, the threads on the steel wires were softened with the effect of the heat. Then, during cooling, the threads harden and partially adhere to each other. Due to this heating process, the temperature was kept under control in order to prevent the properties of the steel wires from deteriorating. After the wires were produced, they were tested with tensile test, hardness and metallographic examination methods, and changes in their properties were controlled.


Author(s):  
Dmitriy Vlasov ◽  
P. Karasev ◽  
Aleksandr Sinchukov

This article contains a quantitative analysis of the camera market and discloses the possibilities of comprehensive application of quantitative analysis and theoretical game modeling in the practice of making decisions in the field of the photo industry. It is noted that almost any phenomenon in the financial and economic sphere requires a thorough and comprehensive assessment, and the method of analyzing data in the form of dynamic series and theoretical and game models is most in demand in the conditions of actualization of risks of various nature. It is shown that the analysis of the dynamic series allows you to evaluate and predict the development of the economic situation, to form recommendations for making managerial decisions. Particular attention is paid to the construction and analysis of the basic game model of the manufacturer's choice of camera equipment for the time of launch of products to the market, taking into account projected demand. The inclusion of the risk factor in the process of quantitative analysis of the camera market helps to improve the quality of decisions made, in particular when choosing marketing strategies.


2020 ◽  
Vol 8 (6) ◽  
pp. 10-17
Author(s):  
Dmitriy Vlasov

Taking into account the dynamically changing information conditions, the nature of interaction and the conditions for the exchange of information of economic agents (players) require increased attention in the context of improving the quality of decisions made. The mechanisms presented in this article for building an expanded game model between two small enterprises, taking into account the dynamics of prices, demand and consumer preferences for the manufactured products, as well as recommendations for choosing the criterion for finding the optimal production strategy, can be useful to risk managers, practice economists and managers. The calculations show the correctness of the proposed method of building an extended game model, the use of which allows overcoming the weaknesses of the basic game model and obtaining results that are more in demand in decision-making practice.


2020 ◽  
pp. 178-189
Author(s):  
Chris Rosser

Gamification refers to the application of game design principles to non-game contexts, infusing education with curiosity, imagination, and play. Moreover, gameful design enables instructors to reimagine courses that incorporate basic game architecture, story, and aesthetic. Below, theological librarian Chris Rosser demonstrates examples of gamified instruction within curricular and co-curricular contexts. First, Chris describes a research-oriented course that normalizes experience of the Bible as “strange” by framing students’ journey through texts around the Hero’s Journey construct. Second, he discusses a co-curricular escape room-style online module that teaches and assesses information literacy outcomes as students escape from a virtual library. Gameful design in research instruction and theological education opens new horizons for actualizing (in)formation as librarians-as-teachers form and inform those we serve. Readers will be well served by viewing three associated videos: Concept (bit.ly/gamifiedconcept); Curricular (bit.ly/gamifiedcurricular); Co-curricular (bit.ly/gamifiedco-curricular). The videos and adapted slides (bit.ly/gamifiedcontent) greatly enhance comprehensibility of what follows.


SAGE Open ◽  
2020 ◽  
Vol 10 (3) ◽  
pp. 215824402093622
Author(s):  
Ivar Krumpal ◽  
Thomas Voss

The randomized response technique (RRT) is an indirect question method that uses stochastic noise to increase anonymity in surveys containing sensitive items. Former studies often implicitly assumed that the respondents trust and comply with the RRT procedure and, therefore, are motivated to give truthful responses. However, validation studies demonstrated that RRT may not always be successful in eliciting truthful answering—even when compared with direct questioning. The article theoretically explores and discusses the conditions under which this assumption is consistent (or inconsistent) with the survey respondents’ rational behavior. First, because P(A| Yes) > P(A| No), both types of respondents, A (with sensitive trait) and non-A (without sensitive trait), have an incentive to disregard the instructions in the RRT mode. In contrast, respondents type non-A have no incentive to lie in the direct questioning mode. Thus, the potential for social desirability bias is (theoretically) higher in the RRT mode. Second, a basic game theoretic approach conceptualizes the survey interview as a social interaction between the respondent and the interviewer within the context of norms and mutual expectations. It is argued that the respondent’s choice to answer truthfully depends on (a) the respondents’ estimated likelihood that the interviewer honors trust and (b) a relative comparison of the utility from conforming to “the norm of truthfulness” versus its costs. Finally, we review previous empirical evidence and show that our theoretical model can explain both successes and failures of the RRT.


Author(s):  
Vinod K. Aggarwal ◽  
Cédric Dupont

This chapter discusses the problems of collaboration and coordination in the global political economy. It first identifies situations that might require states to work with each other to achieve a desired outcome. It then turns to a focus on basic game theory as an analytical tool to tackle the nature of collaboration and coordination efforts. International cooperation can help to address three typical problems associated with the process of global economic integration: a temptation to free ride, an inhibiting fear, and a need to find meeting points in situations where collaboration will produce differing costs and benefits to governments. Different types of problems associated with the process of global integration call for different solutions to address these three typical problems, ranging from the provision of binding rules to facilitating mechanisms. A country's need for international cooperation depends on its sociopolitical structure as well as on the structure and flexibility of its economy. Finally, the chapter considers how institutions might play a role in enhancing the prospects for cooperative behaviour.


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